Yes, saved the tiles as 1200x1200 png's, so they fit in the Dundjinni grid (as objects).
I already did that before I new of Dundjinni and pasted (then as jpg's) them in MsWord and combined them to very nice dungeons and caves.
I own a few of the packs, so I can mix some.

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Klarum, yes 200 pixels X 200 pixels represents a 5 foot X 5 foot square on the map, and all the floor and wall tiles are saved as such to tile neatly.

I think Kepli had a "page" of floor tiles from that alternate source, which he scaled (or cropped) to be about 6 DJ tiles square in size (1200 pixels). And loaded it into DJ as an "object", which as you know can be any size from very small to very large. (is 1200 pixels square the max I wonder?) You know what the nice side effect of that approach is ? To see any repeat in the floor tiles you need to look SEVEN tiles up, down, left, or right. The original art was drawn with each floor tile being pretty much unique.

That's my guess, anyway. DJ's promote/demote layer feature (the little up/down arrow buttons) let you keep it at "floor" level (all the way at the bottom)

He, he, Eric has it right on the money. How did you guess?
I typed quite a long explanation here, but actually Eric said it all so ... The most work goes into keeping everything at the level it is supposed to be on.

When a `floorŽ is put down it is always a block of 6x6 tiles, so to fit it between walls, you have to erase the redundant parts outside the walls (no fill option for this art ...)

BUT: for the room in this post I only used SKG art from the Dundjinni package. The other art can be seen in second map of Deep Beneath the Clouds.

Edited by Kepli on 01/24/2005 at 8:47am

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